Sunday, July 20, 2014

INNER WARD THE CELLARS 3 CAVE IN.

3 CAVE IN. This passage abruptly terminates in rubble. The passage once continued to additional storage rooms, but the way is now buried. The passage may be excavated by a determined party, of course, but the noise of such work will usually double chances of encountering wandering monsters. In addition, there is a real chance of further structural instability and crashing stoneworks. For every ten feet excavated, there is a 50% chance of falling stone doing 2-12 points of damage to workers unless a save versus paralyzation is made to get out of the way at the last instant. After about 120 feet or so, the passage leads to Area 8 of the Grounds.
 
Rules for mining can be found on page 106 of the Dungeon Master's Guide. The rock should be considered 'very soft' since it is really just the removal of rubble, and subsequent bracing of the tunnel.

Saturday, July 19, 2014

NEW MONSTER: BROWN RATKIN

BROWN RATKIN 

FREQUENCY: Uncommon
NO. APPEARING: 2-20
ARMOR CLASS: 6
MOVE: 12”//6”
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: B
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4 or by weapon type
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 2
INTELLIGENCE: Average
ALIGNMENT: Neutral (evil)
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: II/ 28 + 2/hp

Huge brown-furred rats of average intelligence, brown ratkin are capable of controlling normal giant rats. Their front paws can be used to grasp and manipulate objects, including small weapons such as daggers. They can also bite and any individual bitten by a brown ratkin has a 5% chance per bite of contracting a severe disease if a saving throw versus poison is unsuccessful.

Brown ratkin are size small creatures, up to four feet from nose to tip of tail. They are voracious in appetite and will consume any available food source, be it grain, vegetable, meat, or carrion. They prefer fresh meat and can be aggressive. Their royalty are unusual in terms of size, strength, and intelligence, and often have unusual mutations.

INNER WARD THE CELLARS 2 STORAGE ROOM.

2 STORAGE ROOM. Ten giant rats are clustered in the northeast corner of the room. Eight are standard size for giant rats, while the other two are brown ratkin, see NEW MONSTERS.

8 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 4, 3, 3, 2, 2, 2, 1; #AT 1 bite; D 1-3; SA Disease; XP 11, 11, 10, 10, 9, 9, 9, 8)

2 Brown Ratkin (AC 6; MV 12”//6”; HD 2; hp 13, 8, ; #AT 1 bite; D 1-4; SA Disease; XP 54, 44)

Excavation work (by humans or humanoids, not rats) appears to have been going on in the northeast corner, where the rats are. A large hole is present in the west wall. Fourteen large clay jars are in the southeast corner. This large room has a ceiling height of thirteen feet. Dozens of metal hooks hang from the ceiling. The archway to the east is decorated with the stone bust of a horned devil while the archway to the west is decorated with the stone bust of a medusa.

The stones have been pried loose from the floor in the northeast, revealing dirt beneath. Several picks and spades are placed casually about. Buried in the dirt in the northeast corner are seven human corpses, ranging from fresh to skeletal. These have attracted the rats. One of the corpses wears a gold armband worth 125 gold crescents.

The hole in the west wall is located about three feet above the floor. It leads to the series of tunnels known as the Rat Warrens, Area F.

The clay jars in the southeast corner contain olives in oil. They are sealed in red wax marked with the Triskelion symbol and are still edible.

The hooks on the ceiling were once used to hold hams and sausages, and if examined, the smell of the spiced meat can still be detected.

Friday, July 18, 2014

FRIDAY NIGHT FIGHTS: GIANT CENTIPEDES VS GOBLINS

Well I promised a new fight night. This time it is a group of goblins cleaning out a part of the dungeon for living quarters. What! They find giant centipedes in that room full of rubbish.

Here are the giant centipedes.



FREQUENCY: Common
NO. APPEARING: 2-24 (3-13 in dungeon DMG p 177)
ARMOR CLASS: 9
MOVE: 15”
HIT DICE: 1 to 2 hit points
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: Nil
SPECIAL ATTACKS: Poison
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1' + long)
LEVEL/ X.P. VALUE: II/ 30 + 1/hp

  • Weakly poisonous bite, add +4 to saving throw
  • -1 on die for all saving throws
  • Need a '15' to hit an AC 6 goblin

Now the goblins.



FREQUENCY: Common
NO. APPEARING: 40-400 (6-15 in dungeon DMG p 175)
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 1 to 7 hit points
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
INTELLIGENCE: Average (low)
MORALE: 50%
ALIGNMENT: Lawful evil
SIZE: S (4' tall)
LEVEL/ X.P. VALUE: I/ 10 + 1/ hp

  • Need a '11' to hit an AC 9 giant centipede
  • They need a '12' to save vs poison against the bite of a giant centipede. It is normally 16, but I adjusted it by the +4 bonus.

Now it is time to roll up numbers and hit points. There are 3-13 giant centipedes (2d6+1). I roll 8. Their hit points are: 1, 1, 2, 2, 1, 1, 1, 2

There are 6-15 goblins (1d10+5). I roll 7. Their hit points are irrelevant, since hit points don't matter when fighting giant centipedes. They will either poison you or not.

Randomly rolling up weapons based on the monster manual entry reveals:

Goblin 1 has a short sword (1d6) and military pick (2-7)
Goblins 2 and 3 have slings (stones, 1-4, entire room is short range, so no adjustments)
Goblins 4 and 5 have morning stars (2-8)
Goblins 6 and 7 have spears (1-6)

As noted this is a dungeon encounter. Goblins are level I monsters and giant centipedes are level II monsters, so the goblins were probably feeling their oats and went down a level to clear out some dungeon for habitation.

Next is surprise. The giant centipedes roll a 5 and the goblins do, too, so no surprise.

Next is encounter distance. I will say the room is 20 'X 20'. Going by DMG page 62, the rule is to roll a d6. 1-2 will be striking distance, 3-4 will be 10' distance, and 5-6 will be 20' distance. I roll a 4, so the giant centipedes are 10' from the door.

We have to declare intentions. The giant centipedes “are aggressive and rush forth to bite their prey” so that is what they do. The goblins with slings attack from a distance, while the others move to engage. Time to roll for initiative. The giant centipedes roll a 6 and the goblins roll a 6, too, so it is simultaneous combat. Because the distance is 10', the two sides can have melee this round. Since the giant centipedes do not use weapons, weapon speed factor will not be an issue.

Random allocation of targets.

Centipede 1 attacks goblin 1, rolls a 15 and hits
Centipede 2 attacks goblin 4, rolls a 1
Centipede 3 attacks goblin 1, rolls a 5
Centipede 4 attacks goblin 3, rolls a 13
Centipede 5 attacks goblin 5, rolls a 4
Centipede 6 attacks goblin 1, rolls a 9
Centipede 7 attacks goblin 4, rolls a 3
Centipede 8 attacks goblin 4, rolls a 19 and hits

Goblin 1 attacks centipede 4, rolls a 3
Goblin 2 attacks centipede 7, rolls a 2
Goblin 3 attacks centipede 7, rolls a 19 and hits for 3 points of damage, killing it
Goblin 4 attacks centipede 8, rolls a 4
Goblin 5 attacks centipede 5, rolls a 11 and hits, killing it
Goblin 6 attacks centipede 3, rolls a 16 and hits and hits for 6 points of damage, killing it
Goblin 7 attacks centipede 2, rolls a 17 and hits for 6 points of damage, killing it

There is no need to roll for damage for goblin 5. He has a morning star which does 2-8 points of damage. Since giant centipedes can only ever have 2 hit points maximum, any strike will kill it.

Goblins 1 and 4 need to roll against poison, needing an '11' or better. Goblin 1 rolls a 5 and dies. Goblin 4 rolls a 13 and is okay.

Ok, end of round 1.

Goblin 1 is dead.
Centipedes 2, 3, 5, and 7 are dead. The centipedes are non-intelligent and don't follow normal morale rules, otherwise they would take a morale test now.

New round and new actions. The centipedes bite. Sucks to be a goblin whose only weapon is a sling.  Goblin 2 picks up Goblin 1's short sword. Goblin 3 picks up Goblin 1's military pick. The other goblins melee.

Roll for initiative. The centipedes roll a 4 and the goblins roll a 2.

Centipede 1 attacks goblin 3, rolls a 11
Centipede 4 attacks goblin 6, rolls a 20 and hits
Centipede 6 attacks goblin 6, rolls a 10
Centipede 8 attacks goblin 6, rolls a 18 and hits

Goblin 6 must make two saving throws. He rolls a 1 and 9, fails them both and dies.



Goblin 2 can't attack, he is picking up a short sword
Goblin 3 can't attack, he is picking up a military pick
Goblin 4 attacks centipede 1, rolls a 10
Goblin 5 attacks centipede 8, rolls a 17 and kills it
Goblin 6 just died
Goblin 7 attacks centipede 8, rolls a 15 and hits, but it is already dead

End of round 2. We have 3 centipedes left and 5 goblins left. For actions it is all melee. Centipedes roll a 5 for initiative and goblins roll a 6.

Goblin 2 attacks centipede 6, rolls a 13 and hits for 2 points, killing it
Goblin 3 attacks centipede 6, rolls a 7
Goblin 4 attacks centipede 6, rolls a 7
Goblin 5 attacks centipede 4, rolls a 1
Goblin 7 attacks centipede 1, rolls a 8

Centipede 1 attacks goblin 3, rolls a 3
Centipede 4 attacks goblin 5, rolls a 13

On to Round 4. Same actions. Centipedes get a 5 for initiative and the goblins get a 3.

Centipede 1 attacks goblin 2, rolls a 9
Centipede 4 attacks goblin 5, rolls a 11

Goblin 2 attacks centipede 4, rolls a 16 and hits for 4 points of damage, killing it
Goblin 3 attacks centipede 4, rolls a 20 and hits but it is already dead
Goblin 4 attacks centipede 4, rolls a 14 and hits but it is already dead
Goblin 5 attacks centipede 1, rolls a 2
Goblin 7 attacks centipede 1, rolls a 19 and hits for only 1 point of damage, but that is enough to kill it.

Well it took four rounds and 2 goblins died to clear out a room of 8 giant centipedes. I figured it might go this way but I thought goblin casualties would be higher.

One of the reasons this fight intrigued me was that I suspected that giant centipedes are not as tough as the standard level II monster. Certainly other such monsters, such as gnolls, troglodytes, etc. would fare better against the goblins here.

A goblin can kill a giant centipede on a single attack just under 45% of the time. They hit on an 11 or better (45%) and they almost always do more than 1 point of damage. Even if they ALWAYS did exactly 1 point of damage they kill a giant centipede ½ of the time.

Giant centipedes, however, kill goblins only by hitting (needing a 15, or 25% of the time) and then having the goblin fail the save (which happens 55% of the time). That is only a 13.75% chance to kill in one round.

Giant centipedes do remain a relative threat as their opponents become more powerful, paradoxically. A single goblin is not a credible threat to a 5th level adventurer (unless they rolled all 1's for hit points) but a giant centipede can kill a 5th level adventurer in one hit, even though it is not likely.

If the 5th level adventurer is a fighter, he or she probably has an armor class of 2 or better and saves against giant centipede poison on a 7 or better. The giant centipede would kill in one round at a (10% for to hit AC 2 X 30% of failing save) 3.0% chance. This is much less than the chance to kill a goblin, but it is not zero.

If it is a magic-user, he or she probably has an AC of 8 or so, maybe better if the found some good magic items of protection. The centipede will hit on a 13 (35% chance) and the magic-user must fail the save (50% chance). That is 17.5 % (higher than the goblin!) Of course, this will go down drastically if the magic-user has a high dexterity and magic protection.

For level 5 clerics, (assuming AC 2 again), the chance of death is only 2.0%, and for level 5 thieves (assuming AC 6), it is 8.75%. When dwarves, gnomes, or halflings are the targets, survival rates increase dramatically, due to their excellent poison saving throws. I suppose when fighting giant centipedes, have clerics, fighters, and wee demi-humans  do it.

INNER WARD THE CELLARS 1 STORAGE ROOM.

1 STORAGE ROOM. The ceiling height is twelve feet. There is a set of stairs that ascend to Room 3 of the Ground Level and there are two doors to the north. Two muddy metal beams are near the south wall (used for crossing the pits in the Sewers). This room holds eight crates and six barrels.



Crates 1 and 2:      Broken into, contents removed

Crate 3:      Four huge wheels of hard cheese wrapped in wax

Crate 4:      Cooking oil

Crates 5 and 6:      Broken into, contents removed

Crate 7:      Smoked fish

Crate 8:      Broken into, contents removed


Barrel 1:       Rotting apples

Barrel 2:       Sea salt

Barrel 3:       Empty

Barrel 4:       Animated skeleton clutching a rusty dagger

Skeleton (AC 7; MV 12”; HD 1; hp 3; #AT 1; D Dagger; SD Sharp weapons score half damage only, limited spell immunity; XP 17)


Barrel 5:       Lamp oil equivalent to three hundred flasks

Barrel 6:       Two thousand seventeen nails



The sixth barrel is located above the concealed trapdoor. The barrel itself can be rolled aside from above by any two man-sized persons (or three smaller demi-humans, such as a gnome or halfling) quite easily if done from above. It can also be moved from above by a single person bend bars/ lift gates roll. Taking the nails out and then moving it is also possible, but takes several turns.



The trapdoor consists of two elements. The first and uppermost is simply several boards hinged on one side and swinging upward. Below that there is a green metal disk with a raised wheel in the middle. The wheels will normally be in the 'locked' position, and must be turned clockwise to open. A wheel is present on both sides of the door and can be opened from above or below. This system was put in place to prevent flooding of the cellars from the sewers and when it is closed the door is hermetically sealed.



The trapdoor leads to Area 1 in the Sewers. There is a metal ladder which extends down ten feet. The Red Legs sometimes use this room to leave the castle through the Sewers exit.



The two doors to the north are both made of iron and both barred from this side.

Encounter Key: Inner Ward The Cellars

The Cellars below the Inner Ward consist of a group of chambers, most of which were originally used as storage space. The walls and floors are of rough gray, brown, and black stone. In the narrow corridors, the marching order must change to single file. These rooms are fifteen feet below the Ground Level. Ceiling height is given in each keyed area while it is generally ten feet in the corridors. 

The Cellars directly connect to the Ground Level, the Sewers, and the Rat Warrens.

This sub-level serves as home to several factions. In addition to the Red Legs and Vicenne, there are two other factions which may be encountered here. The cellar dwellers can be found in Rooms 21 to 25. The brown ratkin and giant rats from the Rat Warrens do not live on this sub-level, but are often seen as they scavenge for food here. 

CELLAR DWELLERS: This race of vat creatures migrated to this sub-level from much deeper in the dungeon. They stay to the shadows, picking off lone humans or humanoids to bring back, study, torture, and eat. They deeply resent their outcast status and subconsciously desire to be accepted by their creator, Valerian Triskelion. For this reason the more powerful or dominant among them study other lifeforms and make surgical modifications to their bodies. Their pathological psychoses run deep, however, and so they hate real men and more favored vat creatures, even as they envy them. Their pride refuses to let them admit their racial longing and therefore they are deeply conflicted and violent creatures.

Thursday, July 17, 2014

INNER WARD GROUND LEVEL 67 APPRENTICES' QUARTERS.

67 APPRENTICES' QUARTERS. Ten giant rats are here.

10 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 4, 3, 3, 3, 2, 2, 2, 2, 1; #AT 1 bite; D 1-3; SA Disease; XP 11, 11, 10, 10, 10, 9, 9, 9, 9, 8)

Unlike most rooms in the castle, the floor is dirt. Near the hole in the wall leading to Room 66, there is an area that the rats have excavated. A giant rat-sized passage leads down to Area A of the RAT WARRENS. If the giant rats are being beaten badly, they will likely flee down this hole or into Room 66.

Small demi-humans, such as gnomes or halflings can easily fit.  Larger demi-humans and humans can follow if they are not wearing bulky armor, but must stoop and crawl through the narrow and cramped passages. Size large creatures will not fit.

Once this room was the barracks for thirty junior craftsman and it held beds and simple furniture. Now, most of the beds have been overturned and the straw mattresses made into nests by its new inhabitants. Searching through the mess will reveal 12 silver spanners and 316 copper pieces. There are seven large glass windows in the south and southeast walls.

Wednesday, July 16, 2014

NEW MONSTER: BUMBO

This is actually a monster that appeared way back in the Outer Ward First Floor Enchanted Garden area, but circumstances dictate that it probably needs a entry to itself. Normally I only write up a 'NEW MONSTER' entry if a monster is very complicated, or if it is going to be used more than once.

At first I figured that they would just show up that one time, as special forces from a low-level magic item. Recently, however, I have been having an idea that they may come back on another level. If that is the case, they should probably have their own NEW MONSTER entry, right? Nothing may come of this but here is the entry anyway:


BUMBO

FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 1
% IN LAIR: 10%
TREASURE TYPE: Individuals K; X in lair
NO. OF ATTACKS: 1 (or 2)
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Berserk
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Average
MORALE: See below
ALIGNMENT: Neutral
SIZE: S (2' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 10 + 1/hp

Bumbos look just like blue-skinned leprechauns with bright orange hair. They are notoriously aggressive to the point of being foolhardy. Their battle lust allows them to strike twice per round, or once with a +2 to hit. They never need check morale.

They attack with a small sized weapon, usually a sword (treat as dagger) or polearm of some sort (treat as hand axe). Leader types will have improved armor class and higher hit dice and may have access to better weapons.

INNER WARD GROUND LEVEL 66 DINING HALL.

66 DINING HALL. Near the northwest corner the body of a small humanoid or demi-human is suspended from the ceiling in webbing. The tables and chairs that occupy this room have been knocked about, as if by an angry giant. Four large glass windows are to the south and cabinets line the walls.

The body is that of a talon goblin. It has been drained of blood. The body has a pouch with 2 silver spanners and 6 copper pieces. A footman's flail stained with green ichor is on the floor nearby.

The cabinets hold plain wooden bowls, plates, utensils, and pitchers.

A rat-hole in the west wall leads directly to Room 67. This hole is sized for a giant rat, but an unarmored gnome or halfling could easily fit through. Anyone peaking through the hole is likely to be attacked in the face by one of the giant rats in that room.

Tuesday, July 15, 2014

INNER WARD GROUND LEVEL 65 WEAVER AND TAILOR.

65 WEAVER AND TAILOR. There are four looms and the torso of a dummy for tailoring clothing. A desk and a chest hold the tailor's supplies (needles, thread, etc.) Bolts of fabric of every color are here. A large chest holds normal clothing of the type used by servants.

Monday, July 14, 2014

FUTURE PLANS AND CURRENT PROJECTS.

Looking to the future, I will begin blogging about the Cellars sub-level below the Inner Ward Ground Level on the 18th, in just a few days. After that, I will either do the next sub-level, the Sewers, or I will go up to the First Floor of the Inner Ward. Haven't decided yet.



The maps for the Cellars and Sewers were revamped to include new areas. Take a look at them on the right, if you wish. As mentioned before, I switched everything over to photobucket.com, and having received no complaints. So that is where they will stay for now.



Bryan Fazekas, the editor over at & Magazine, has been editing the next levels of the Outer Ward that I sent him. They should be coming out soon in PDF format along with a supplement with all the New Monsters and Magic Items from the Outer Ward. As always, this content is and will remain 100% free.

Friday Night Fights is one of the most popular things on the blog and it has been neglected for too long. They are time-intensive and have languished lately. Hopefully, I will get one done by Friday. In any case my plan is for them to come back.


I was interviewed by The Examiner online magazine recently.






Well that is it for now. I hope you continue to enjoy the blog. As always if you have any comments of suggestions, you can send me an email or type below.

INNER WARD GROUND LEVEL 64 DYER.

64 DYER. Two barrels stand in the southwest corner. More than two dozen large glass jars are near the west wall. There are twelve large vats, a few dozen buckets and several stirring sticks. A pump faucet is against the south wall and the stone floor is equipped with drains in case of spills. Clotheslines stretch across the room.

The barrels contain tannic acid and alum for use as a mordant. The glass jars hold colored extracts made from sassafras, oak bark, walnut, madder, weld, indigo, beets, logwood and various berries and leaves.

The skeletal corpse of a well-dressed man is curled up in the southwest corner behind one of the vats. A hand axe is buried in his back. He wears an ivory brooch valued at 100 gold crescents and he has a pouch containing 8 gold crescents and 21 silver spanners.

Sunday, July 13, 2014

INNER WARD GROUND LEVEL 63 TRADE ROOM.

63 TRADE ROOM. The center of the room is occupied by a bizarre green tentacled monstrosity.

Green Goon Monster (AC 6, MV 3”; HD 4+3; hp 22; #AT 5 Tentacles; SA Grab; D 2-5 each; Size L; XP 290)

This creature is capable of attacking up to five different opponents in one round and its extendable tentacles can reach to all corners of the room. If it hits one man-sized or smaller opponent with two or more tentacles, then it has grabbed the victim and it will bring it towards it central maw in the next round, where it will be automatically bitten for 2-9 points of damage per round.

The hit points given above are for the body only. The tentacles can be attacked individually. Each has an AC of 5 and takes 8 points of damage to sever.

Three stained glass windows with scenes of craftsmen at work are in the south wall. This room was used for transactions when the castle's craftsmen bought supplies from traveling merchants and fragments of smashed furniture litter the floor.

Saturday, July 12, 2014

INNER WARD GROUND LEVEL 62 CANDLE MAKER AND SOAP MAKER.

62 CANDLE MAKER AND SOAP MAKER. The door to this room is obstructed by a large barrel of metal molds and a successful 'open doors' roll is required to force it open.

Near the west wall are eight wooden crates of varying sizes. There are four large work tables. An oven and four glass windows are to the south. Two huge vats are filled with (now solid) red and white wax. The walls hold abundant shelf space. Scattered about the room are strings used for dipping wicks, metal pouring pots, barrels of lye and ashes, and glass jugs of olive oil. Knives and metal rods are hanging from racks against the west wall.

Hiding behind one of the crates is an elf magic user.

Rosalba, Chaotic Good female elf magic-user (AC 7; MV 12”; MU 2; hp 2 (normally 6); #AT 1; D Magic dagger or dart; S 8, I 16, W 15, D 16, C, 9 CH 17; XP 41 (normally 108))

Rosalba has a dagger +1, +2 vs. creatures smaller than man-sized and seven darts. She has a pouch containing 18 silver tamos and 16 silver spanners. She wears a ring of protection +2, but has used up all of her spells. She wears a backpack containing her spellbook (Burning Hands, Dancing Lights, Magic Missile, Read Magic), a half-full waterskin, and six days worth of iron rations. Her pouch holds a clear piece of crystal used for the Read Magic spell and seven twigs of wytchwood for the Dancing Lights spell.

Rosalba belongs to the same adventuring party as Obel Knacktha and the others. If she recognizes any of her party members (Alara, Barca, or Faldo) she will emerge to greet them. Otherwise she will attempt to observe the party before deciding whether to trust them and make herself known.

The crates contain the following contents:
1: 124 bars of purple colored rose petal soap
2: 49 bars of lavender soap
3: 231 bars of greasy white soap
4: 73 bars of mixed types of fragrant soaps
5: 412 white candles
6: 154 white candles
7: 415 red candles
8: 212 time-keeping candles marked by the hour, each will last for one day

The work tables hold bronze molds for making candles and soap.

The shelves hold fragrances (flowers, spices, and honey) and different colored powders.

Friday, July 11, 2014

INNER WARD GROUND LEVEL 61 GLASS BLOWER AND POTTER.

61 GLASS BLOWER AND POTTER. This room served both the glass blowers and potters who were employed by the Triskelions. The west portion of the room was used by the glass blowers. There are three wooden work tables. A large furnace and cooling oven are in the northwest corner.

Examining the glass blower's work tables reveals enamels for the making of stained glass and tools such as blocks, paddles, and blowpipes. Pots of white sand, lime, and soda ash are present. Finished glass products include mirrors, drinking glasses, stained and plain glass panels, and wine bottles.

On the eastern side there are four large work tables used by the potters. A kiln (fifteen feet by ten feet by ten feet tall) is in the northeast corner. The east wall is lined by shelves.

Two of the potters' tables are equipped with wheels, while the other two were used for building clay by hand. The tools in this area include needles, wires, brushes, calipers, knives, scrapers, and various modeling tools. There is an abundant supply of towels and firm leather rags. Basins were used for holding water and pump faucets are in the north wall. Pots of glazes occupy the shelves. About ninety pots, urns, and pitchers are here, along with seven large boxes of clay.

Thursday, July 10, 2014

Viewing Castle Triskelion Maps

I have received word that some people are having a hard time seeing the maps on google +. I am in the process of switching the links over to Photobucket, so hopefully that won't be an issue moving forward. If you are still having a hard time seeing the maps, please let me know so I can figure something else out.

Also I updated the maps for the Cellars and Sewers sub-levels of the Inner Ward. I should be finished with the Ground Level of the Inner Ward around the 17th of this month.

INNER WARD GROUND LEVEL 60 LAUNDRY ROOM.

60 LAUNDRY ROOM. Five cadaver spiders are consuming the body of a dead male dwarf.

Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; hp 4, 3, 3, 1, 1; #AT 1 bite; D 1-4; SA Pain; XP 11, 10, 10, 8, 8)

Another six dead cadaver spiders are nearby. The dwarf is Obel Knacktha, the brother of Alara (Room 14B Lower Level Outer Ward) and a member of the adventuring party that included Barca (Room 59 Ground Level Outer Ward), Faldo (Room 29 Third Floor Outer Ward), and Rosalba (Room 62 This Level). He wears dwarven sized chainmail. A shield with the Knacktha crest (a red hammer on blue field), a battleaxe, and a pouch of 16 gold mabans and 12 silver khurams are nearby. His backpack contains forty feet of rope, a hand shovel, two weeks of iron rations, and a potion of healing (blue liquid, tastes like cinnamon).

There are four large glass windows. Large hampers, washing boards, and buckets are here, along with various soaps. There are two pump faucets (hot and cold water) in the south wall. Hooks for clotheslines are here and there are hundreds of feet of rope. Stairs ascend to Room 54 of the First Floor.


Wednesday, July 9, 2014

INNER WARD GROUND LEVEL 59 CURRIER AND FURRIER.

59 CURRIER AND FURRIER. Five talon goblins have come exploring from the Outer Ward and are resting here.

Talon Goblin 1 (AC 6; MV 6”; HD 1-1; hp 4; #AT 1; D Footman's mace; XP 14) 4 silver spanners, 12 copper pieces

Talon Goblin 2 (AC 6; MV 6”; HD 1-1; hp 4; #AT 1; D Short sword; XP 14) 9 silver spanners

Talon Goblin 3 (AC 6; MV 6”; HD 1; hp 6; #AT 1; D Footman's military pick; XP 16) 13 silver spanners, 17 copper pieces

Talon Goblin 4 (AC 6; MV 6”; HD 1; hp 6; #AT 1; D Spear; XP 16) 8 copper pieces

Talon Goblin 5 (AC 6; MV 6”; HD 1; hp 7; #AT 1; D Footman's mace; XP 17) 1 gold crescent, 3 copper pieces

This room is where leather was shipped from the tannery (Room 9 on Outer Ward First Floor). There are nine workbenches and seventeen tall stools.  Many finished leather products are here including boots, belts, aprons, leather straps, shoes, and seven complete suits of normal human-sized leather armor. This area also functioned as a furrier's and there are eight warm fur coats and six bearskin rugs.

Tuesday, July 8, 2014

INNER WARD GROUND LEVEL 58 CORNER ROOM.

58 CORNER ROOM. In the center of the room is a raised ten foot tall pedestal holding a large emerald. At the base of the pedestal are the rotting bodies of two men. Three chains dangle from the ceiling. At the end of each chain is a stylized metal dog's head. The eyes and mouth glow with orange light.

Examining the bodies will reveal torn flesh and burn marks on the skin of the victims. The first man wore studded leather armor and had a broadsword. The next was a thief in leather armor with two daggers. Searching the bodies reveals 14 gold crescents, 42 silver spanners, 56 copper pieces, thieves' tools, 6 torches, four weeks iron rations, and fifty feet of rope.

At the ground near the base of the pedestal is a winch that can be turned to lower the pedestal to ground level. As the adventurers might suspect, this room is trapped. Should the pedestal, winch, or emerald be touched, the chains will lengthen, animate, and attack.

3 Chain Hounds (AC 4; MV N/A; HD 3; hp 13 each; #AT 1 bite; D 1-6 + 1d4 damage from heat; XP 89 each)

The chains are long enough for the heads to reach any part of the room. The emerald, if recovered, is worth 4000 gold crescents. The stairs lead up to Room 58 on the First Floor.

Monday, July 7, 2014

NEW MAGIC ITEM: TEMPEST

This weapon is a normal appearing military fork, although one that is in excellent condition, and it carries its name inscribed one one tine. It functions as a military fork +2, and in addition once per day it has an effect similar to a shocking grasp spell. With a successful hit the wielder can cause the weapon to deliver an additional 3-10 points of electrical damage.

XP VALUE: 1,200

GP VALUE: 5,500

INNER WARD GROUND LEVEL 57 ARMORY.

57 ARMORY. This large room holds racks with hundreds of weapons. Nine large glass windows are to the south.

Most of the weapons are rusted and broken but a diligent search will reveal the following equipment in good repair:

12 battle axes
4 bardiches
11 shortswords
17 glaives
27 spears
42 large sized shields bearing the Triskelion coat-of-arms

There are several military forks, all of which have corroded tines and warped wooden shafts, except one. This one exception is in remarkably good condition. It is tempest, see NEW MAGIC ITEMS.

Sunday, July 6, 2014

INNER WARD GROUND LEVEL 56 DRINKING HALL.

56 DRINKING HALL. This long hall was used during celebrations. The arcades allow one to see into Rooms 1 and 2.

Several tapped but empty casks are along the west wall. Two large stained glass windows are on the east wall, each is decorated by a warrior in armor. There are about twenty round wooden tables and scores of simple wooden chairs. Against the south wall are shelves holding drinking mugs.

Saturday, July 5, 2014

INNER WARD GROUND LEVEL 55 COOPER.

55 COOPER. There are seven long wooden workbenches and the walls are lined by shelves. The floor is cluttered with the products of the industry: casks, buckets, tubs, butter churns, and similar items. Conspicuous in the center of the room is a huge barrel with the words “DO NOT OPEN” painted in red.

The large barrel is closed with twenty golden nails (10 gold crescent value each). If even one of the nails are removed, golden furred monkeys will begin to emerge from the barrel, five per round, until twenty have appeared.

20 Monkeys (AC 8; MV 12”; HD 1-4 hit points; hp 2 each; #AT 1 bite; D 1-2; XP 7 each)

The workbenches hold tools such as augers, adzes, braces, and saws along with a fair supply of candles.

The shelves hold flagging and chintzing irons, shaves, planes, cranks and other tools of the cooper's trade.

Friday, July 4, 2014

INNER WARD GROUND LEVEL 54 MASON.

54 MASON. Twelve skeletons wander this room.

12 Skeletons (AC 7; MV 12”; HD 1; hp 8, 7, 7, 6, 5, 5, 5, 4, 3, 3, 2, 1; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 22, 21, 21, 20, 19, 19, 19, 18, 17, 17, 16, 15)

Each has a hammer, chisel, shovel or similar weapon which will do 1d6 damage.

This large room has walls and floors of stone. It contains bricks, slate tiles, and blocks of stone (granite, marble, limestone, and river stone). Worktables are few, but there are abundant tools (hammers, chisels, utility knives, wrecking bars), protective clothing (aprons, gloves), measuring tools, buckets, and rope (more than 1200 feet worth in segments of varying lengths). About thirty unlit candelabras are also here.

Thursday, July 3, 2014

INNER WARD GROUND LEVEL 53 WAITING ROOM.

53 WAITING ROOM. The door to this room has been partially destroyed and fragments of wood hang from the hinges. Two butcher worms have dragged the corpse of a man into this room and are consuming it.

2 Butcher Worms (AC 6; MV 9”; HD 2+3; hp 14, 11; #AT 1 bite; D 3-8; XP 77, 68)

Within the corpse's backpack is a green chrysoberyl (100 gold crescents), a pale blue moonstone (50 gold crescents), and a sardonyx (50 gold crescents).

This room was used to hold petitioners who had little or no rank. Therefore it is quite bare and uninviting when compared to Room 52.

Wednesday, July 2, 2014

INNER WARD GROUND LEVEL 52 WAITING ROOM.

52 WAITING ROOM. This room has walls and floors of stone, but is decorated with bright red carpets and red banners with the Triskelion coat-of-arms (black with three white legs). Fifty comfortable chairs with red padding are scattered about. This room was used to hold petitioners who were deemed to have some social status and thus were granted a degree of comfort and respect.

Tuesday, July 1, 2014

INNER WARD GROUND LEVEL 51 RETIRING ROOM.

51 RETIRING ROOM. This room functioned as a place to rest and relax for members of the Triskelion family between visits to the throne room. The hallway adjacent to this room is decorated with paintings of forest animals (deer, wolves, bears, boars, birds, etc.)

The room is decorated with comfortable couches and chairs and numerous tables. A fireplace is against the east wall. The room is carpeted in a deep burgundy and the walls contain many shelves holding knickknacks. Chandeliers hang from the ceiling.

Searching the shelves will reveal numerous exotic and mundane items such as funeral urns, a set of dry test tubes on a wooden rack, statues of gods and demons, pipes, mounted and stuffed fish and game animals, and scale models of ships and buildings. There is one stopped container containing bubbling blue liquid, labeled “potion of mind reading”. It is a potion of ESP.